Does the rigs as software paradigm have a home in game animation? Short answer: yes. But what about its golden child, ephemeral rigging? Such an animation system could shine in a heavily iterative development cycle due to its rapid generation and animator-enabling approach. This article details my sketches of such a system.
Read MoreProfiling Maya's python interfaces
One of the common points I hear against PyMel as an interface to the Maya API is its speed. The python 2.0 API is reportedly much faster. I was curious about how much faster, and wanted to see some numbers, using python's timeit module.
Read MorePython virtualenvs and Maya
Learn how to apply a virtual environment workflow to Maya python development.
Read MoreSurfRig - A NURBS Surface-Based Rigging Tool
In rigging for games, often we are restricted to a single hierarchy of joints to carry animations into the engine. This can make the human face, in particular, a real challenge. Enter SurfRig, my surface-based rigging tool - initially conceived for easy, game-ready face rigs.
Read MoreExperience and Thoughts on FacewareTech
Maya's native matrix nodes
An understanding of linear algebra is a must for any rigging artist. But when it comes to a software of choice - Maya, for me - the concepts are only the foundation! This post goes over the specific nodes that facilitate using and transforming matrix data in Maya.
Read MoreMore PySide2 Tools
Over the past while I've written a couple of Qt-related tools to streamline my UI development. No big write-up this time, I'll just drop the tools and move on.
Read MoreHow to safely capture new nodes in Maya
Learn about using custom Python context managers to make our Maya API development a little more organized, and a whole lot safer.
Read MoreuiMaster for Maya
A PySide1 tool for organizing Maya editors into simple and powerful panels.
Plus reflections on Maya UI development.
Read MoreMore Background: Tech Art Edition
My first forays into tech art and tools.
Read MoreSome Background: Origin Story Edition
Hello! I am Brendan, and this is my blog about tech art, animation, and game development. What's my background? What were my first projects? Read on to find out.
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